From: Benjamin Auder Date: Tue, 5 Jul 2022 15:28:38 +0000 (+0200) Subject: Add Avalanche, write Avalam rules X-Git-Url: https://git.auder.net/js/pieces/css/R.css?a=commitdiff_plain;h=d6d0a46e5c8c1d9176f4a9e9c44a4b5f2ed791e7;p=xogo.git Add Avalanche, write Avalam rules --- diff --git a/base_rules.js b/base_rules.js index 01a2c24..8eed3d3 100644 --- a/base_rules.js +++ b/base_rules.js @@ -2420,7 +2420,11 @@ export default class ChessRules { } // What is the score ? (Interesting if game is over) - getCurrentScore(move) { + getCurrentScore(move_s) { + const move = move_s[move_s.length - 1]; + // Shortcut in case the score was computed before: + if (move.result) + return move.result; const color = this.turn; const oppCol = C.GetOppCol(color); const kingPos = { diff --git a/variants.js b/variants.js index 8662316..b65a564 100644 --- a/variants.js +++ b/variants.js @@ -13,7 +13,7 @@ const variants = [ {name: 'Atarigo', desc: 'First capture wins', disp: 'Atari-Go'}, {name: 'Atomic', desc: 'Explosive captures'}, {name: 'Avalam', desc: 'Build towers'}, -// {name: 'Avalanche', desc: 'Pawnfalls'}, + {name: 'Avalanche', desc: 'Pawnfalls'}, // {name: 'Ball', desc: 'Score a goal'}, // {name: 'Balaklava', desc: 'Meet the Mammoth'}, // {name: 'Bario', desc: 'A quantum story'}, diff --git a/variants/Avalam/rules.html b/variants/Avalam/rules.html index c65158e..83e301e 100644 --- a/variants/Avalam/rules.html +++ b/variants/Avalam/rules.html @@ -1 +1,16 @@ -

TODO

+

+ At each turn, take any tower of less than 5 pieces (the number printed on it) + and put it on an adjacent tower, such that the resulting construction isn't + more than 5 units tall. +

+ +

+ When no moves are possible anymore, the game is over. The player having the + largest number of towers of his color (on top) wins. +

+ + + More informations. + + +

Philippe Deweys (1995).

diff --git a/variants/Avalanche/class.js b/variants/Avalanche/class.js new file mode 100644 index 0000000..ea2b9dd --- /dev/null +++ b/variants/Avalanche/class.js @@ -0,0 +1,158 @@ +import ChessRules from "/base_rules.js"; +import {Random} from "/utils/alea.js"; +import PiPo from "/utils/PiPo.js"; +import Move from "/utils/Move.js"; + +export default class AvalancheRules extends ChessRules { + + static get Options() { + return { + select: C.Options.select, + styles: [ + "atomic", + "cannibal", + "capture", + "crazyhouse", + "cylinder", + "dark", + "madrasi", + "recycle", + "rifle", + "teleport", + "zen" + ] + }; + } + + get hasEnpassant() { + return false; + } + + getPartFen(o) { + return Object.assign( + {promotion: o.init ? false : this.promotion}, + super.getPartFen(o) + ); + } + + setOtherVariables(fenParsed) { + super.setOtherVariables(fenParsed); + this.promotion = (fenParsed.promotion == '1'); + this.subTurn = 1 - (this.promotion ? 1 : 0); + } + + doClick(coords) { + const myLastRank = (this.turn == 'w' ? 0 : this.size.x - 1); + if ( + this.subTurn != 0 || + coords.x != myLastRank || + this.getPiece(coords.x, coords.y) != 'p' + ) { + return null; + } + let moves = []; + this.pawnPromotions.forEach(pr => { + moves.push( + new Move({ + vanish: [new PiPo({x: coords.x, y: coords.y, c: this.turn, p: 'p'})], + appear: [new PiPo({x: coords.x, y: coords.y, c: this.turn, p: pr})] + }) + ); + }); + super.showChoices(moves); + } + + canIplay(x, y) { + const pieceColor = this.getColor(x, y); + return ( + this.playerColor == this.turn && + ( + (this.subTurn <= 1 && pieceColor == this.playerColor) || + ( + this.subTurn == 2 && + pieceColor != this.playerColor && + this.getPiece(x, y) == 'p' + ) + ) + ); + } + + getPotentialMovesFrom([x, y]) { + if (this.subTurn == 0) + return []; + if (this.subTurn == 1) + // Usual case: + return super.getPotentialMovesFrom([x, y]); + // subTurn == 2: only allowed to push an opponent's pawn (if possible) + const oppPawnShift = (this.turn == 'w' ? 1 : -1); + if ( + this.onBoard(x + oppPawnShift, y) && + this.board[x + oppPawnShift][y] == "" + ) { + return [this.getBasicMove([x, y], [x + oppPawnShift, y])]; + } + return []; + } + + filterValid(moves) { + if (this.subTurn != 1) + return moves; //self-checks by pawns are allowed + return super.filterValid(moves); + } + + atLeastOnePawnPush(color) { + const pawnShift = (color == 'w' ? -1 : 1); + for (let i = 0; i < 8; i++) { + for (let j = 0; j < 8; j++) { + if ( + this.board[i][j] != "" && + this.getColor(i, j) == color && + this.getPiece(i, j) == 'p' && + this.board[i + pawnShift][j] == "" + ) { + return true; + } + } + } + return false; + } + + postPlay(move) { + const color = this.turn; + const oppCol = C.GetOppCol(color); + this.promotion = ( + this.subTurn == 2 && + move.end.x == (oppCol == 'w' ? 0 : this.size.x - 1) && + move.vanish[0].p == 'p' + ); + if (this.subTurn == 0) { + this.subTurn++; + if (!this.atLeastOneMove(color)) { + move.result = "1/2"; //avoid re-computation + this.turn = oppCol; + } + } + else if (this.subTurn == 2) { + this.turn = oppCol; + this.subTurn = this.promotion ? 0 : 1; + } + else { //subTurn == 1, usual case + const kingCapture = this.searchKingPos(oppCol).length == 0; + if (kingCapture) + move.result = (color == 'w' ? "1-0" : "0-1"); + if (!kingCapture && this.atLeastOnePawnPush(oppCol)) + this.subTurn++; + else { + this.turn = oppCol; + this.subTurn = this.promotion ? 0 : 1; + } + } + } + + atLeastOneMove(color, lastMove) { + if (this.subTurn == 0) + return true; + return super.atLeastOneMove(color); + } + +}; diff --git a/variants/Avalanche/rules.html b/variants/Avalanche/rules.html new file mode 100644 index 0000000..a25d2cf --- /dev/null +++ b/variants/Avalanche/rules.html @@ -0,0 +1,12 @@ +

+ After each normal move, push an opponent pawn one square forward. + If the pawn promotes, its owner will select into which piece on next turn. +

+ +

The goal is either to checkmate or to capture the enemy king.

+ + + chessvariants page. + + +

Ralph Betza (1977).

diff --git a/variants/Avalanche/style.css b/variants/Avalanche/style.css new file mode 100644 index 0000000..a3550bc --- /dev/null +++ b/variants/Avalanche/style.css @@ -0,0 +1 @@ +@import url("/base_pieces.css");